unreal.RigUnit_StepPhysicsSolver

class unreal.RigUnit_StepPhysicsSolver(execute_pin: RigVMExecutePin = [], physics_solver_component_key: RigComponentKey = Ellipsis, delta_time_override: float = 0.0, simulation_space_delta_time_override: float = 0.0, alpha: float = 0.0, visualization_settings: RigPhysicsVisualizationSettings = [])

Bases: RigUnit_PhysicsBaseMutable

Steps the specified physics solver

C++ Source:

  • Plugin: ControlRigPhysics

  • Module: ControlRigPhysics

  • File: RigPhysicsExecution.h

Editor Properties: (see get_editor_property/set_editor_property)

  • alpha (float): [Read-Write] How much of the simulation is combined with the input bone. This currently happens in component space. Note that the simulation will continue to run, even if alpha = 0

  • delta_time_override (float): [Read-Write] If this is zero, then the execute context time will be used. If this is positive then it will override the delta time. A negative value will prevent the solver from stepping, but there will still be update costs associated with the node.

  • execute_pin (RigVMExecutePin): [Read-Write] * This property is used to chain multiple mutable units together

  • physics_solver_component_key (RigComponentKey): [Read-Write] The physics solver

  • simulation_space_delta_time_override (float): [Read-Write] If this is zero, then the simulation delta time will be used for evaluating movement of the simulation space. If this is positive then it will override. This may be needed if the component movement is being done in parallel, in which case you might need to pass in the previous time delta here.

  • visualization_settings (RigPhysicsVisualizationSettings): [Read-Write]

property alpha: float

[Read-Write] How much of the simulation is combined with the input bone. This currently happens in component space. Note that the simulation will continue to run, even if alpha = 0

Type:

(float)

property delta_time_override: float

[Read-Write] If this is zero, then the execute context time will be used. If this is positive then it will override the delta time. A negative value will prevent the solver from stepping, but there will still be update costs associated with the node.

Type:

(float)

property physics_solver_component_key: RigComponentKey

[Read-Write] The physics solver

Type:

(RigComponentKey)

property simulation_space_delta_time_override: float

[Read-Write] If this is zero, then the simulation delta time will be used for evaluating movement of the simulation space. If this is positive then it will override. This may be needed if the component movement is being done in parallel, in which case you might need to pass in the previous time delta here.

Type:

(float)

property visualization_settings: RigPhysicsVisualizationSettings

[Read-Write]

Type:

(RigPhysicsVisualizationSettings)